mirror of
https://git.code.sf.net/p/quake/quakeforge
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87b78e5533
The links are now in "instance surfaces". For non-instanced models (world, doors, plats etc (ie, world and its sub-models)), there will be one instance surface per model surface. However, for instanced models (ammo boxes etc), there will be many, dynamically allocated (not yet implemented). This commit gets the static instance surfaces working.
263 lines
5.8 KiB
C
263 lines
5.8 KiB
C
/*
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gl_rmisc.c
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(description)
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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static __attribute__ ((used)) const char rcsid[] =
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"$Id$";
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#if defined(_WIN32) && defined(HAVE_MALLOC_H)
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#include <malloc.h>
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#endif
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#include <stdlib.h>
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#include <stdio.h>
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#include "QF/cmd.h"
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#include "QF/cvar.h"
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#include "QF/draw.h"
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#include "QF/quakefs.h"
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#include "QF/render.h"
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#include "QF/skin.h"
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#include "QF/sys.h"
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#include "QF/vid.h"
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#include "QF/GL/defines.h"
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#include "QF/GL/funcs.h"
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#include "QF/GL/qf_rmain.h"
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#include "QF/GL/qf_rsurf.h"
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#include "QF/GL/qf_textures.h"
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#include "QF/GL/qf_vid.h"
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#include "r_dynamic.h"
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#include "r_local.h"
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#include "varrays.h"
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int r_init = 0;
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/*
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R_Envmap_f
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Grab six views for environment mapping tests
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*/
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static void
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R_Envmap_f (void)
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{
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byte buffer[256 * 256 * 4];
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qfglDrawBuffer (GL_FRONT);
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qfglReadBuffer (GL_FRONT);
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envmap = true;
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r_refdef.vrect.x = 0;
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r_refdef.vrect.y = 0;
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r_refdef.vrect.width = 256;
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r_refdef.vrect.height = 256;
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r_refdef.viewangles[0] = 0;
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r_refdef.viewangles[1] = 0;
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r_refdef.viewangles[2] = 0;
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R_RenderView ();
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qfglReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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QFS_WriteFile ("env0.rgb", buffer, sizeof (buffer));
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r_refdef.viewangles[1] = 90;
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R_RenderView ();
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qfglReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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QFS_WriteFile ("env1.rgb", buffer, sizeof (buffer));
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r_refdef.viewangles[1] = 180;
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R_RenderView ();
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qfglReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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QFS_WriteFile ("env2.rgb", buffer, sizeof (buffer));
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r_refdef.viewangles[1] = 270;
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R_RenderView ();
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qfglReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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QFS_WriteFile ("env3.rgb", buffer, sizeof (buffer));
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r_refdef.viewangles[0] = -90;
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r_refdef.viewangles[1] = 0;
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R_RenderView ();
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qfglReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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QFS_WriteFile ("env4.rgb", buffer, sizeof (buffer));
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r_refdef.viewangles[0] = 90;
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r_refdef.viewangles[1] = 0;
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R_RenderView ();
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qfglReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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QFS_WriteFile ("env5.rgb", buffer, sizeof (buffer));
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envmap = false;
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qfglDrawBuffer (GL_BACK);
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qfglReadBuffer (GL_BACK);
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GL_EndRendering ();
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}
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void
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R_LoadSky_f (void)
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{
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if (Cmd_Argc () != 2) {
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Sys_Printf ("loadsky <name> : load a skybox\n");
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return;
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}
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R_LoadSkys (Cmd_Argv (1));
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}
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VISIBLE void
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R_Init (void)
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{
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Cmd_AddCommand ("timerefresh", R_TimeRefresh_f,
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"Tests the current refresh rate for the current location");
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Cmd_AddCommand ("envmap", R_Envmap_f, "No Description");
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Cmd_AddCommand ("pointfile", R_ReadPointFile_f,
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"Load a pointfile to determine map leaks");
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Cmd_AddCommand ("loadsky", R_LoadSky_f, "Load a skybox");
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R_InitBubble ();
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GDT_Init ();
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texture_extension_number = R_InitGraphTextures (texture_extension_number);
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texture_extension_number = Skin_Init_Textures (texture_extension_number);
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r_init = 1;
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R_InitParticles ();
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R_InitSprites ();
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Fog_Init ();
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}
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static void
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register_textures (model_t *model)
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{
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int i;
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texture_t *tex;
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for (i = 0; i < model->numtextures; i++) {
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tex = model->textures[i];
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if (!tex)
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continue;
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R_AddTexture (tex);
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}
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}
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VISIBLE void
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R_NewMap (model_t *worldmodel, struct model_s **models, int num_models)
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{
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int i;
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texture_t *tex;
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for (i = 0; i < 256; i++)
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d_lightstylevalue[i] = 264; // normal light value
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memset (&r_worldentity, 0, sizeof (r_worldentity));
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r_worldentity.model = worldmodel;
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R_FreeAllEntities ();
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// clear out efrags in case the level hasn't been reloaded
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for (i = 0; i < r_worldentity.model->numleafs; i++)
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r_worldentity.model->leafs[i].efrags = NULL;
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r_viewleaf = NULL;
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R_ClearParticles ();
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GL_BuildLightmaps (models, num_models);
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// identify sky texture
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skytexturenum = -1;
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mirrortexturenum = -1;
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R_ClearTextures ();
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for (i = 0; i < r_worldentity.model->numtextures; i++) {
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tex = r_worldentity.model->textures[i];
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if (!tex)
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continue;
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if (!strncmp (tex->name, "sky", 3)) {
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skytexturenum = i;
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R_InitSky (tex);
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}
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if (!strncmp (tex->name, "window02_1", 10))
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mirrortexturenum = i;
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}
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R_InitSurfaceChains (r_worldentity.model);
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R_AddTexture (r_notexture_mip);
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register_textures (r_worldentity.model);
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for (i = 0; i < num_models; i++) {
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if (!models[i])
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continue;
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if (*models[i]->name == '*')
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continue;
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if (models[i] != r_worldentity.model && models[i]->type == mod_brush)
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register_textures (models[i]);
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}
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}
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void
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R_ViewChanged (float aspect)
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{
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}
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/*
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R_TimeRefresh_f
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For program optimization
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LordHavoc: improved appearance and accuracy of timerefresh
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*/
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void
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R_TimeRefresh_f (void)
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{
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double start, stop, time;
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int i;
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GL_EndRendering ();
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start = Sys_DoubleTime ();
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for (i = 0; i < 128; i++) {
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r_refdef.viewangles[1] = i * (360.0 / 128.0);
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R_RenderView ();
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GL_EndRendering ();
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}
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stop = Sys_DoubleTime ();
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time = stop - start;
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Sys_MaskPrintf (SYS_DEV, "%f seconds (%f fps)\n", time, 128 / time);
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}
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VISIBLE void
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D_FlushCaches (void)
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{
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}
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